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wine
vkd3d
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4504aa65
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4504aa65
authored
7 years ago
by
Józef Kucia
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tests: Add test for constant buffer relative addressing.
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586e1cc5
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tests/d3d12.c
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@@ -8119,6 +8119,109 @@ static void test_cs_constant_buffer(void)
destroy_test_context(&context);
}
static void test_constant_buffer_relative_addressing(void)
{
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12GraphicsCommandList *command_list;
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *uav, *cb;
ID3D12Device *device;
unsigned int i;
HRESULT hr;
static const DWORD cs_code[] =
{
#if 0
cbuffer b0
{
uint4 pad;
uint4 data[4];
};
RWByteAddressBuffer u0;
[numthreads(4, 1, 1)]
void main(uint tid : SV_GroupThreadID)
{
uint location = 4 * tid;
u0.Store4(4 * location, data[tid]);
}
#endif
0x43425844, 0x759a28a0, 0xdd34cd41, 0x73702692, 0x739a66ea, 0x00000001, 0x000000f0, 0x00000003,
0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x0000009c, 0x00050050, 0x00000027, 0x0100086a,
0x04000859, 0x00208e46, 0x00000000, 0x00000005, 0x0300009d, 0x0011e000, 0x00000000, 0x0200005f,
0x00022012, 0x02000068, 0x00000001, 0x0400009b, 0x00000004, 0x00000001, 0x00000001, 0x06000029,
0x00100012, 0x00000000, 0x0002200a, 0x00004001, 0x00000004, 0x04000036, 0x00100022, 0x00000000,
0x0002200a, 0x0a0000a6, 0x0011e0f2, 0x00000000, 0x0010000a, 0x00000000, 0x06208e46, 0x00000000,
0x00000001, 0x0010001a, 0x00000000, 0x0100003e,
};
static const struct uvec4 cb_data[] =
{
{0xdeadbeef, 0xdeadbeef, 0xdeadbeef, 0xdeadbeef},
{1, 2, 3, 4},
{4, 4, 9, 8},
{4, 5, 6, 7},
{6, 0, 6, 0},
};
if (!init_compute_test_context(&context))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
cb = create_upload_buffer(context.device, sizeof(cb_data), &cb_data);
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
root_parameters[0].Descriptor.ShaderRegister = 0;
root_parameters[0].Descriptor.RegisterSpace = 0;
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_parameters[1].Descriptor.ShaderRegister = 0;
root_parameters[1].Descriptor.RegisterSpace = 0;
root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_signature_desc.NumParameters = 2;
root_signature_desc.pParameters = root_parameters;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = NULL;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
uav = create_default_buffer(device, 16 * sizeof(uint32_t),
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 0,
ID3D12Resource_GetGPUVirtualAddress(uav));
ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(command_list, 1,
ID3D12Resource_GetGPUVirtualAddress(cb));
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1);
transition_sub_resource_state(command_list, uav, 0,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(uav, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (i = 0; i < rb.width; ++i)
{
unsigned int got = get_readback_uint(&rb, i, 0);
const unsigned int *expected = &cb_data[1].x;
ok(got == expected[i], "Got %#x, expected %#x at %u.\n", got, expected[i], i);
}
release_resource_readback(&rb);
ID3D12Resource_Release(cb);
ID3D12Resource_Release(uav);
destroy_test_context(&context);
}
static void test_immediate_constant_buffer(void)
{
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
...
...
@@ -16223,6 +16326,7 @@ START_TEST(d3d12)
run_test(test_shader_interstage_interface);
run_test(test_root_signature_deserializer);
run_test(test_cs_constant_buffer);
run_test(test_constant_buffer_relative_addressing);
run_test(test_immediate_constant_buffer);
run_test(test_root_constants);
run_test(test_texture);
...
...
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